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<a href="#pub-types">Public Types</a> &#124;
<a href="structPxActorFlag-members.html">List of all members</a>  </div>
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<div class="title">PxActorFlag Struct Reference<div class="ingroups"><a class="el" href="group__physics.html">Physics</a></div></div>  </div>
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<p>Flags which control the behavior of an actor.  
 <a href="structPxActorFlag.html#details">More...</a></p>

<p><code>#include &lt;<a class="el" href="PxActor_8h_source.html">PxActor.h</a>&gt;</code></p>
<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-types"></a>
Public Types</h2></td></tr>
<tr class="memitem:a1bc4c717e79cd547bdbe09a179ee9f1d"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structPxActorFlag.html#a1bc4c717e79cd547bdbe09a179ee9f1d">Enum</a> { <a class="el" href="structPxActorFlag.html#a1bc4c717e79cd547bdbe09a179ee9f1da03bcf1cfcfcf30af05daa888272e0477">eVISUALIZATION</a> = (1&lt;&lt;0), 
<a class="el" href="structPxActorFlag.html#a1bc4c717e79cd547bdbe09a179ee9f1dade3ad01f704658641aa8a12d9064db0b">eDISABLE_GRAVITY</a> = (1&lt;&lt;1), 
<a class="el" href="structPxActorFlag.html#a1bc4c717e79cd547bdbe09a179ee9f1dabb3746f101908fd2ae5112e5d69a0999">eSEND_SLEEP_NOTIFIES</a> = (1&lt;&lt;2), 
<a class="el" href="structPxActorFlag.html#a1bc4c717e79cd547bdbe09a179ee9f1da0838a5b8c88cebfa5d53904bb3b97411">eDISABLE_SIMULATION</a> = (1&lt;&lt;3)
 }</td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>Flags which control the behavior of an actor. </p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="group__physics.html#ga468ad85db838378f0c58cfd02a96949b" title="collection of set bits defined in PxActorFlag. ">PxActorFlags</a> <a class="el" href="classPxActor.html" title="PxActor is the base class for the main simulation objects in the physics SDK. ">PxActor</a> <a class="el" href="classPxActor.html#ae24ff3f3ed0cb2a138b382fd0720b94f" title="Raises or clears a particular actor flag. ">PxActor.setActorFlag()</a> <a class="el" href="classPxActor.html#afb92fb228de76bbcd42210d060b558d1" title="Reads the PxActor flags. ">PxActor.getActorFlags()</a> </dd></dl>
</div><h2 class="groupheader">Member Enumeration Documentation</h2>
<a id="a1bc4c717e79cd547bdbe09a179ee9f1d"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a1bc4c717e79cd547bdbe09a179ee9f1d">&#9670;&nbsp;</a></span>Enum</h2>

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          <td class="memname">enum <a class="el" href="structPxActorFlag.html#a1bc4c717e79cd547bdbe09a179ee9f1d">PxActorFlag::Enum</a></td>
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<tr><th colspan="2">Enumerator</th></tr><tr><td class="fieldname"><a id="a1bc4c717e79cd547bdbe09a179ee9f1da03bcf1cfcfcf30af05daa888272e0477"></a>eVISUALIZATION&#160;</td><td class="fielddoc"><p>Enable debug renderer for this actor. </p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxScene.html#a35f231796a325fcf587e681831c5fcb5" title="Retrieves the render buffer. ">PxScene.getRenderBuffer()</a> <a class="el" href="classPxRenderBuffer.html" title="Interface for points, lines, triangles, and text buffer. ">PxRenderBuffer</a> <a class="el" href="structPxVisualizationParameter.html" title="Debug visualization parameters. ">PxVisualizationParameter</a> </dd></dl>
</td></tr>
<tr><td class="fieldname"><a id="a1bc4c717e79cd547bdbe09a179ee9f1dade3ad01f704658641aa8a12d9064db0b"></a>eDISABLE_GRAVITY&#160;</td><td class="fielddoc"><p>Disables scene gravity for this actor. </p>
</td></tr>
<tr><td class="fieldname"><a id="a1bc4c717e79cd547bdbe09a179ee9f1dabb3746f101908fd2ae5112e5d69a0999"></a>eSEND_SLEEP_NOTIFIES&#160;</td><td class="fielddoc"><p>Enables the sending of <a class="el" href="classPxSimulationEventCallback.html#a37e6f45b530cfb8536bc2ff14f38e2fe" title="This is called with the actors which have just been woken up. ">PxSimulationEventCallback::onWake()</a> and <a class="el" href="classPxSimulationEventCallback.html#a614256e6c2570e24cf45e974d6087d38" title="This is called with the actors which have just been put to sleep. ">PxSimulationEventCallback::onSleep()</a> notify events. </p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classPxSimulationEventCallback.html#a37e6f45b530cfb8536bc2ff14f38e2fe" title="This is called with the actors which have just been woken up. ">PxSimulationEventCallback::onWake()</a> <a class="el" href="classPxSimulationEventCallback.html#a614256e6c2570e24cf45e974d6087d38" title="This is called with the actors which have just been put to sleep. ">PxSimulationEventCallback::onSleep()</a> </dd></dl>
</td></tr>
<tr><td class="fieldname"><a id="a1bc4c717e79cd547bdbe09a179ee9f1da0838a5b8c88cebfa5d53904bb3b97411"></a>eDISABLE_SIMULATION&#160;</td><td class="fielddoc"><p>Disables simulation for the actor. </p>
<dl class="section note"><dt>Note</dt><dd>This is only supported by <a class="el" href="classPxRigidStatic.html" title="PxRigidStatic represents a static rigid body simulation object in the physics SDK. ">PxRigidStatic</a> and <a class="el" href="classPxRigidDynamic.html" title="PxRigidDynamic represents a dynamic rigid simulation object in the physics SDK. ">PxRigidDynamic</a> actors and can be used to reduce the memory footprint when rigid actors are used for scene queries only.</dd>
<dd>
Setting this flag will remove all constraints attached to the actor from the scene.</dd>
<dd>
If this flag is set, the following calls are forbidden: <ul>
<li><a class="el" href="classPxRigidBody.html" title="PxRigidBody is a base class shared between dynamic rigid body objects. ">PxRigidBody</a>: setLinearVelocity(), setAngularVelocity(), addForce(), addTorque(), clearForce(), clearTorque() </li>
<li><a class="el" href="classPxRigidDynamic.html" title="PxRigidDynamic represents a dynamic rigid simulation object in the physics SDK. ">PxRigidDynamic</a>: setKinematicTarget(), setWakeCounter(), wakeUp(), putToSleep()</li>
</ul>
</dd></dl>
<dl class="section user"><dt>Sleeping:</dt><dd>Raising this flag will set all velocities and the wake counter to 0, clear all forces, clear the kinematic target, put the actor to sleep and wake up all touching actors from the previous frame. </dd></dl>
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<hr/>The documentation for this struct was generated from the following file:<ul>
<li><a class="el" href="PxActor_8h_source.html">PxActor.h</a></li>
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